package com.se.tank;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;

public class Tank {

	public static final int XSPEED = 5;
	public static final int YSPEED = 5;

	public static final int WIDTH = 30;
	public static final int HEIGHT = 30;

	// 保留TankClient的引用，更方便地使用其中的成员变量
	T tc = null;

	int x, y;

	// 是否按下了4个方向键
	private boolean bL = false, bU = false, bR = false, bD = false;

	// 成员变量：方向
	enum Direction {
		L, LU, U, RU, R, RD, D, LD, STOP
	};

	private Direction dir = Direction.STOP;

	// ptDir代表炮筒的方向，默认方向向下
	private Direction ptDir = Direction.D;

	public Tank(int x, int y, T t) {
		this.x = x;
		this.y = y;
		this.tc = t;
	}

	public void draw(Graphics g) {
		Color c = g.getColor();
		g.setColor(Color.RED);
		g.fillOval(x, y, 30, 30);
		g.setColor(c);
		// 判断出炮筒的方向，并模拟方向来画出炮筒
		switch (ptDir) {
		case L:
			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT / 2);
			break;
		case LU:
			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x, y);
			break;
		case U:
			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x + Tank.WIDTH / 2, y);
			break;
		case RU:
			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x + Tank.WIDTH, y);
			break;
		case R:

			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT / 2);
			break;
		case RD:
			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT);
			break;
		case D:
			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x + Tank.WIDTH / 2, y + Tank.HEIGHT);
			break;
		case LD:
			g.drawLine(x + Tank.WIDTH / 2, y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT);
			break;
		case STOP:
			break;
		}

		move();
	}

	void move() {
		switch (dir) {
		case L:
			x -= XSPEED;
			break;
		case LU:
			x -= XSPEED;
			y -= YSPEED;
			break;
		case U:
			y -= YSPEED;
			break;
		case RU:
			x += XSPEED;
			y -= YSPEED;
			break;
		case R:
			x += XSPEED;
			break;
		case RD:
			x += XSPEED;
			y += YSPEED;
			break;
		case D:
			y += YSPEED;
			break;
		case LD:
			x -= XSPEED;
			y += YSPEED;
			break;
		case STOP:
			break;
		}
		
		//将坦克的方向传给炮筒，使炮筒与坦克方向一致if(this.dir != Direction.STOP) {
		this.ptDir = this.dir;
		

	}

	public void KyePressed(KeyEvent e) {
		int key = e.getKeyCode();
		switch (key) {
		// 按下Ctrl时作出的动作
		case KeyEvent.VK_CONTROL:
			tc.m = fire();
			break;
		case KeyEvent.VK_LEFT:
			bL = true;
			break;
		case KeyEvent.VK_UP:
			bU = true;
			break;
		case KeyEvent.VK_RIGHT:
			bR = true;
			break;
		case KeyEvent.VK_DOWN:
			bD = true;
			break;
		}
		locateDirection();
	}

	public void kyeReleased(KeyEvent e) {
		int key = e.getKeyCode();
		switch (key) {
		case KeyEvent.VK_LEFT:
			bL = false;
			break;
		case KeyEvent.VK_UP:
			bU = false;
			break;
		case KeyEvent.VK_RIGHT:
			bR = false;
			break;
		case KeyEvent.VK_DOWN:
			bD = false;
			break;
		}
		locateDirection();
	}

	void locateDirection() {
		if (bL && !bU && !bR && !bD)
			dir = Direction.L;
		else if (bL && bU && !bR && !bD)
			dir = Direction.LU;
		else if (!bL && bU && !bR && !bD)
			dir = Direction.U;
		else if (!bL && bU && bR && !bD)
			dir = Direction.RU;
		else if (!bL && !bU && bR && !bD)
			dir = Direction.R;
		else if (!bL && !bU && bR && bD)
			dir = Direction.RD;
		else if (!bL && !bU && !bR && bD)
			dir = Direction.D;
		else if (bL && !bU && !bR && bD)
			dir = Direction.LD;
		else if (!bL && !bU && !bR && !bD)
			dir = Direction.STOP;

	}

	public Missile fire() {

		// 保证子弹从Tank的中间出现
		int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
		int y = this.y + Tank.HEIGHT / 2 - Missile.WIDTH / 2;
		// 将Tank现在的位置和方向传递给子弹
		//并且现在子弹的初始化不再是由坦克决定，而是由炮筒决定 
		Missile m = new Missile(x, y, ptDir);
		return m;

	}
}
